From bebc6aff531d3b52020dc33760551fef90c72302 Mon Sep 17 00:00:00 2001 From: Louis Burke Date: Thu, 1 Jun 2017 17:13:15 -0400 Subject: [PATCH] Added real explanation. --- explanation.tex | 164 +++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 163 insertions(+), 1 deletion(-) diff --git a/explanation.tex b/explanation.tex index 8d3f790..d91a0c3 100644 --- a/explanation.tex +++ b/explanation.tex @@ -1,9 +1,171 @@ % This is compiled and printed on the back of the board! \documentclass{article} +\pagenumbering{gobble} \usepackage[papersize={10in,10in},margin=0.5in]{geometry} +\usepackage{fontspec} +\usepackage{multicol} + +\setmainfont{GFS Didot} +\newfontfamily\Racing{Faster One} + +\usepackage{lipsum} \begin{document} -Test +\begin{multicols}{3} + +{\noindent\fontsize{24}{24}\Racing How to play\par} + +\vskip0.3em +\hrule +\vskip1em +{\noindent\fontsize{18}{18}\Racing Setup\par} + + To begin the game separate out the upgrade cards from the rest of the cards. You + should be left with the starter cards (grey border), the special cards + (lots of text, no image), and the stretch cards (have a distance at the + bottom). + + Separate the starter cards into 4 equal decks (with the exact same cards in + them). For reference, each player should begin with the cards listed on the + list card in their deck. + + Setup the rest of the game by giving each player a starting deck, a red die, + a blue die, and a token. Their token should be placed before the starting + line on the map. + +{\noindent\fontsize{18}{18}\Racing Objective\par} + + This is a race. Just like the real iditarod your goal is to be the first to + travel 1600km (160 myriameters). Each square on the board is a single + myriameter, so there are 160 of them. + +{\noindent\fontsize{18}{18}\Racing Costs\par} + + The core mechanic of this game is the way in which costs on cards are + played. + + When a card is played the three costs are resolved in order. + + First, the player must discard the "energy" cost (blue number) of the card + from their hand. + + Second, the player must discard the "health" cost (red number) of the card + from the top of their deck. If the player fails to pay either cost, the card + does nothing. + + Finally the player must resolve the "risk" of the card. + +{\noindent\fontsize{16}{16}\Racing Risk\par} + + Whatever the risk (black number) of a card is, that many cards must be + played on the subsequent turns successfully. Only once all such cards are + played does the effect of the original card take place. + + If another risk occurs as payment for a risk they do stack, but once the + risk of the second card is paid its effect happens even if the original risk + card's effect has not. + + If at any point you cannot afford the cards being played as risk, the risk + card fizzles and does nothing. + +{\noindent\fontsize{18}{18}\Racing New Days\par} + + On any turn a player may choose to take a new day instead of playing a card. + In this case any current risks are abandoned and the player shuffles their + discard pile and hand into their deck. They then draw a new starting hand. + + The starting hand is, by default, 6 cards. This number is frequently + modified however. + +{\noindent\fontsize{18}{18}\Racing Destruction\par} + + There is an important distinction between discarding and destroying a card. + When a card is discarded it is merely added to its player's discard pile and + will return to their deck when they take a new day. A card which is + destroyed is removed from play and will not be used in the current game ever + again. + +{\noindent\fontsize{18}{18}\Racing Stretch Effects\par} + + Each stretch has a unique effect when you enter it. Like other cards, + stretches may have red and blue numbers on them. These set your starvation + and hypothermia respectively. + + Starvation increases the health (red) cost of every card by 1 for each + starvation you have. This does not apply to cards with no health cost to + begin with. Keep track of starvation on your sled card using the red die. + + Hypothermia increases the energy (blue) cost of every card by 1 for each + hypothermia you have. This does not apply to cards with no energy cost to + begin with. Keep track of hypothermia on your sled card using the blue die. + + If either your starvation or hypothermia reaches a level of 6 you have died. + Move back 30 myriameters and set your starvation and hypothermia to that of + your current track. If you move beyond the town you will have 0 starvation + and hypothermia. + + All stretch effects take precedent over other effects. This means that they + occur first. + +{\noindent\fontsize{18}{18}\Racing Special Effects\par} + + Recover allows you to move the specified number of cards from your discard + pile into either your hand or your deck. The choice is yours. + + When you pass a player on the board you take 1 damage and they are moved + back 1 square. This process occurs iteratively, so there can never be two + players on the same space of the board (except before the starting line). + The direction of movement does not matter, if you become further ahead of + someone you take a damage and they move back one, even if they were moving + backwards. + +{\noindent\fontsize{18}{18}\Racing Card Types\par} + + The following is a summary of how each card type works: + + \begin{itemize} + \item Dog cards are brown. When you play a dog it stays in front of you + and provides a passive bonus. You may only have 6 dogs at a time, + but may kill a dog whenever you wish. A killed dog is destroyed (not + discarded). + + \item Attachment cards are blue. You must play an attachment on a dog + and dogs may only hold one attachment each. You may not remove an + attachment once played. Like dogs, attachments provide passive + bonuses. When the dog an attachment is on is killed, that attachment + is discarded. + + \item Food cards are yellow. As soon as you play a food card your + starvation is reduced by 1. This happens before payment and whether + or not payment succeeds. + + \item Personal cards are purple. As soon as you play a personal card + your hypothermia is reduced by 1. This happens before payment and + whether or not payment succeeds. Personal cards typically have the + text "Destroy up to X of Y" on them. This means that you look at the + top Y cards of your deck, choose up to X of them to destroy, then + choose which of the remaining cards to shuffle back into your deck + and which to draw into your hand. Using a personal card is referred + to as "healing". + + \item Sled cards are green. They typically have the text "Take X of Y" + on them. This means that you look at the top Y cards of the upgrade + deck, choose X of them to place in your discard pile, and destroy + the rest. As they are immediately discarded all other players may + see what they are. Additionally you may not use them until the next + day (unless you recover them). + + \item Utility cards are white. They tend to be interactive. They have no + effect whatsoever when you are immune. This means that they do + nothing if you play them, and do not effect you if someone else + plays them. Remove the utility cards from the game when playing + solitaire. + + \item Movement cards are blue. When you play a movement card add your + current speed to its effect. + \end{itemize} + +\end{multicols} \end{document}